The wizard Nezmer's was known for his ability to create unique, if not slightly dangerous, magical items. One of his most famous was Nezmerz's Seeing Eye, or just Seeing Eyes for short. Unfortunately for a user to become attuned to the item, they must pluck out one of their own eyes and place the magical item into the vacant eye socket.
When attuned and in the character's empty eye socket, it acts as a normal eye but can be taken out and out and placed in a location allowing the attuned character to still peer through it. So long as the character remains within 100ft of the eye, they will see clear images of what it observes so long as they take the time to concentrate. The images will become blurry at distances between 101ft to 150ft. At distances of over 150ft away from the eye, the images become unrecognizable to the character. In addition to the ability to peer through the eye over distances, the Seeing Eye also grants the attuned character darkvision of 60ft if the character does not already have darkvision. If the eye is not in the attuned character's eye socket, and they do not normally possess darkvision, they lose that ability until the eye is replaced in the attuned characters empty eye socket.
The eye only projects images to the attuned character, no sound. Also, the eye can be destroyed if attacked as it only has 1hp and a natural AC of 16.
The standard version of a Seeing Eye is a rare magical item, but there are also very rare versions of them that have special spell-like abilities that can be activated once per day. This special effect acts like the spell of the same name; however, the duration is only for one minute regardless of the duration stated in the spell's description. If the spell's duration is instantaneous, then the duration for the effect is also instantaneous.
The extra magical ability of the seeing eye should be rolled randomly on the chart below when found if it is a very rare variety of the item. This variety of seeing eye never has more than one special ability.
Adaptive weapons were created by a wizard to find a way to create a magical weapon that works with all monster types. The design works well when fighting against creatures that work in larger numbers but can be less effective against solitary opponents. Secondly, there are few non-sentient types of monsters that the weapons also do not work on. There are two types of Adaptive weapons, lesser and greater outlined below.
Lesser Adaptive Weapon: Lesser adaptive weapons can change their properties depending on what enemy they are fighting. The weapons come in all forms, but swords are the most common. Normally, a lesser adaptive weapon is only a +1 weapon, but once used to defeat a foe, the weapon becomes attuned to that type of creature. Once attuned, an adaptive weapon will become a +2 weapon. Afterward, if an additional monster of the same creature type is killed the weapons will continue to increase in potency. After 2 foes of the same creature type are defeated the weapon will also gain the ability to do an additional 2d4 of the weapons damage type to that creature type when struck. All damage done by an adaptive weapon after it has been attuned to the creature type, will bypass any damage reduction and immunities the monster has.
Greater Adaptive Weapon: Greater adaptive weapons operate the same way that the lesser ones do with only some slight alterations. First, the weapon usually is just a +2 magical weapon, which becomes a +3 weapon once attuned to the type of creature it first defeats. Also, the additional damage type is 2d8 instead of 2d4.
Duration of the Adaptive Effects: The effects gained by the adaptive weapons from defeating certain creature types only lasts for an additional five minutes once the last creature of the same creature type the sword is attuned to has been defeated.
Changing Creature Type during combat: After an adaptive weapon has become attuned to a specific creature type and is then used to attack a different type, the weapon resets and starts the progression over.